It's still well within the browser based cheap ass mmo territory, its size relative to everything else on screen makes it feel like a cheap mobile game. I hope they're just mockups and not the finished product as intended.While it isn't a huge feat, what little was shown of the UI looks better than the one in S1.
They do say that's early alpha stuff, so there is time for change.It's still well within the browser based cheap ass mmo territory, its size relative to everything else on screen makes it feel like a cheap mobile game. I hope they're just mockups and not the finished product as intended.While it isn't a huge feat, what little was shown of the UI looks better than the one in S1.
Hell I rolled a crit once while having disadvantage.Rolls two 17's with disadvantage? Immersion shattered.
Once?Hell I rolled a crit once while having disadvantage.Rolls two 17's with disadvantage? Immersion shattered.
Once. It's a 1 in 400 shot so I'll take when I get it.Once?Hell I rolled a crit once while having disadvantage.Rolls two 17's with disadvantage? Immersion shattered.
I have rolled a critical failure when I had advantage... More than once...Hell I rolled a crit once while having disadvantage.Rolls two 17's with disadvantage? Immersion shattered.
Sounds a bit messy.Watched about half of the video. Most interesting part was the change to the cover system. Instead of needing to be right next to something that grants cover, the amount of cover is based on line of sight. He gave the example of firing an arrow at a character behind a tree might mean partial cover without needing to be right next to the tree, just having it present between the attacker and defender.
It might be. Hoping they make a push for clarity as to whether it is being offered or not. Moving next to an object is still likely going to be preferable for the sake of cover anyway. If done well, it could be great.Sounds a bit messy.Watched about half of the video. Most interesting part was the change to the cover system. Instead of needing to be right next to something that grants cover, the amount of cover is based on line of sight. He gave the example of firing an arrow at a character behind a tree might mean partial cover without needing to be right next to the tree, just having it present between the attacker and defender.
Is it just me, or the more they tell, the less interest I have.It might be. Hoping they make a push for clarity as to whether it is being offered or not. Moving next to an object is still likely going to be preferable for the sake of cover anyway. If done well, it could be great.Sounds a bit messy.Watched about half of the video. Most interesting part was the change to the cover system. Instead of needing to be right next to something that grants cover, the amount of cover is based on line of sight. He gave the example of firing an arrow at a character behind a tree might mean partial cover without needing to be right next to the tree, just having it present between the attacker and defender.
They are covering classes one by one. Rogue is first and supposed to be the next article I believe. Said they would have an article on the change to the cover system too. A few other things:
-Reach weapons won't be implemented, seems to be mostly an issue of animation complexity and hitting around (not through) party members
-No innate support for anything but four man parties
-Still unsure on 2014 vs 2024 5e ruleset, depends on SRD release time window
-No update on the dungeon maker, still unknown
-New subclasses meant to reflect inhabitants of the new continent, no returning to the old lands. Likely just two subclasses per class to start with.
-Demo is during the Steam Next Fest, which is late February
-Reaction system is also changed, instead of cycling through the potential reactions without knowing what they all are, all reactions should be prompted so the player can choose one.
-Crafting system is changed but doesn't go into detail from what I recall
-Campaign structure is closer to Lost Valley than the other two
I have the same concern. The switch in engines has it feeling like reinventing the wheel. There isn't a lot of 'new' here so far, at least mechanically. At this point I'd prefer the 2024 5e rules just to be different from Solasta 1 at a base level. Demo in a month, so at least that to look forward to.Is it just me, or the more they tell, the less interest I have.
Same shit with no real improvement. No grappling, no reach weapons, no party increase.
No good stuff, just a facelift. Why even bother?
it got to the point I would not choose concentration spells, or at the very least not memorize but a couple at a time.I don't hate Concentration. But it's weird when your character has a wide selection of crowd control spells and you realize he might never get to use most of them. The concept might work better if "Concentration spells" were their own special category and you could only have one at every spell level or something like that.
agree, but I would like more than 4 party members. Having 48 class variants in the last game was not as exciting because you really only had 4 characters. However some of the fan made modules had 6+ characters, which was good.Meh.Having a sequel with 24 subclasses when the first game in its final form has 48 is a level of decline for which I'm not ready.Question: How many classes will Solasta II have?
Ideally we want to have all 12 classes available at 1.0 - however as we’re a small team of 35 we don’t know yet if we’ll be able to squeeze all of that content in… but that’s our goal for now, 12 classes each with 2 subclasses for a total of 24 archetypes when 1.0 hits the store.
Personally, I 100% blame Fedora Master, the harbinger of decline.
Thanks to WotR I really got over the "more classes must mean the game is better!" line of thinking.
At some point it's just an unelegant design.
People still compare Solasta to BG3. Larian is a company with 500 employees.Lmao at "we're a small team of 35" (triple the number of people that made Gothic, for example)
Gothic had the same number of people, if not more, working on it for about four years.Lmao at "we're a small team of 35" (triple the number of people that made Gothic, for example)